diff --git a/Shaders/wake.vert b/Shaders/wake.vert
new file mode 100644
index 000000000..ee1029506
--- /dev/null
+++ b/Shaders/wake.vert
@@ -0,0 +1,77 @@
+// This shader is mostly an adaptation of the shader found at
+//  http://www.bonzaisoftware.com/water_tut.html and its glsl conversion
+//  available at http://forum.bonzaisoftware.com/viewthread.php?tid=10
+//  � Michael Horsch - 2005
+
+#version 120
+#define fps2kts 0.5925
+
+varying vec4 waterTex1;
+varying vec4 waterTex2;
+varying vec4 waterTex4;
+varying vec4 ecPosition;
+varying vec3 viewerdir;
+varying vec3 lightdir;
+varying vec3 normal;
+
+uniform float osg_SimulationTime;
+uniform float WindE, WindN, spd, hdg;
+
+////fog "include"////////
+uniform int fogType;
+
+void fog_Func(int type);
+/////////////////////////
+
+
+/////// functions /////////
+
+void relWind(out float rel_wind_speed_kts, float rel_wind_from_deg)
+{
+    //calculate the carrier speed north and east in kts
+    float speed_north_kts = cos(radians(hdg)) * spd ;
+    float speed_east_kts  = sin(radians(hdg)) * spd ;
+
+    //calculate the relative wind speed north and east in kts
+    float rel_wind_speed_from_east_kts = WindE*fps2kts + speed_east_kts;
+    float rel_wind_speed_from_north_kts = WindN*fps2kts + speed_north_kts;
+
+    //combine relative speeds north and east to get relative windspeed in kts
+    rel_wind_speed_kts = sqrt((rel_wind_speed_from_east_kts * rel_wind_speed_from_east_kts) + (rel_wind_speed_from_north_kts * rel_wind_speed_from_north_kts));
+
+    //calculate the relative wind direction
+    rel_wind_from_deg = degrees(atan(rel_wind_speed_from_east_kts, rel_wind_speed_from_north_kts));
+}
+
+void main(void)
+{
+
+    float relWindspd=0;
+    float relWinddir=0;
+    //compute relative wind speed and direction
+    relWind (relWindspd, relWinddir);
+
+    vec3 N = normalize(gl_Normal);
+    normal = N;
+
+    ecPosition = gl_ModelViewMatrix * gl_Vertex;
+
+    viewerdir = vec3(gl_ModelViewMatrixInverse[3]) - vec3(gl_Vertex);
+    lightdir = normalize(vec3(gl_ModelViewMatrixInverse * gl_LightSource[0].position));
+
+    waterTex4 = vec4( ecPosition.xzy, 0.0 );
+
+    vec4 t1 = vec4(osg_SimulationTime*0.005217, 0.0, 0.0, 0.0);
+    vec4 t2 = vec4(osg_SimulationTime*-0.0012, 0.0, 0.0, 0.0);
+
+    float windFactor = -relWindspd * 0.1;
+//    float windFactor = sqrt(pow(abs(WindE),2)+pow(abs(WindN),2)) * 0.6;
+
+    waterTex1 = gl_MultiTexCoord0 + t1 * windFactor;
+    waterTex2 = gl_MultiTexCoord0 + t2 * windFactor;
+
+    gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+    gl_Position = ftransform();
+    
+    fog_Func(fogType);
+}
\ No newline at end of file
diff --git a/Shaders/water.frag b/Shaders/water.frag
index 13bc5101c..6588e824e 100644
--- a/Shaders/water.frag
+++ b/Shaders/water.frag
@@ -14,6 +14,8 @@ uniform sampler2D water_reflection_grey;
 uniform sampler2D sea_foam;
 uniform sampler2D perlin_normalmap;
 
+uniform sampler3D Noise;
+
 uniform float saturation, Overcast, WindE, WindN;
 uniform float CloudCover0, CloudCover1, CloudCover2, CloudCover3, CloudCover4;
 uniform float osg_SimulationTime;
@@ -27,18 +29,28 @@ varying vec3 viewerdir;
 varying vec3 lightdir;
 varying vec3 normal;
 
+uniform    float WaveFreq ;
+uniform    float WaveAmp ;
+uniform    float WaveSharp ;
+
+////fog "include" /////
+uniform int fogType;
+
+vec3 fog_Func(vec3 color, int type);
+//////////////////////
+
 /////// functions /////////
 
 void rotationmatrix(in float angle, out mat4 rotmat)
-{
+    {
     rotmat = mat4( cos( angle ), -sin( angle ), 0.0, 0.0,
         sin( angle ),  cos( angle ), 0.0, 0.0,
         0.0         ,  0.0         , 1.0, 0.0,
         0.0         ,  0.0         , 0.0, 1.0 );
-}
+    }
 
 void main(void)
-{
+    {
     const vec4 sca = vec4(0.005, 0.005, 0.005, 0.005);
     const vec4 sca2 = vec4(0.02, 0.02, 0.02, 0.02);
     const vec4 tscale = vec4(0.25, 0.25, 0.25, 0.25);
@@ -61,23 +73,25 @@ void main(void)
     float cover = 0.0;
     //bool Status = true;
 
+
     float windEffect = sqrt(pow(abs(WindE),2)+pow(abs(WindN),2)) * 0.6; 				//wind speed in kt
     float windScale = 15.0/(3.0 + windEffect);											//wave scale
-    float windEffect_low = 0.4 + 0.6 * smoothstep(0.0, 5.0, windEffect);				//low windspeed wave filter
-    float waveRoughness = 0.15 + smoothstep(0.0, 15.0, windEffect);						//wave roughness filter
+    float windEffect_low = 0.3 + 0.7 * smoothstep(0.0, 5.0, windEffect);				//low windspeed wave filter
+    float waveRoughness = 0.05 + smoothstep(0.0, 20.0, windEffect);						//wave roughness filter
 
-    //float noise_factor = 0.2 + 0.15 * smoothstep(0.0, 40.0, windEffect);
+    float mixFactor = 0.75 - 0.15 * smoothstep(0.0, 40.0, windEffect);
+    mixFactor = clamp(mixFactor, 0.3, 0.8);
 
     if (Status == 1){
         cover = min(min(min(min(CloudCover0, CloudCover1),CloudCover2),CloudCover3),CloudCover4);
-    } else {
-        // hack to allow for Overcast not to be set by Local Weather
-        if (Overcast == 0){
-            cover = 5;
         } else {
-            cover = Overcast * 5;
+            // hack to allow for Overcast not to be set by Local Weather
+            if (Overcast == 0){
+                cover = 5;
+                } else {
+                    cover = Overcast * 5;
+                }
         }
-    }
 
     vec4 viewt = normalize(waterTex4);
 
@@ -90,17 +104,27 @@ void main(void)
     fdist *= sca;
 
     //normalmaps
-    vec4 nmap   = texture2D(water_normalmap, vec2(waterTex1 + disdis * sca2) * windScale) * 2.0 - 1.0;
-    vec4 nmap1  = texture2D(perlin_normalmap, vec2(waterTex1 + disdis * sca2) * windScale) * 2.0 - 1.0;
+    rotationmatrix(radians(3.0 * windScale + 0.6 * sin(waterTex1.s * 0.2)), RotationMatrix);
+    vec4 nmap   = texture2D(water_normalmap, vec2(waterTex1* RotationMatrix + disdis * sca2) * windScale) * 2.0 - 1.0;
+    vec4 nmap1  = texture2D(perlin_normalmap, vec2(waterTex1/** RotationMatrix*/ + disdis * sca2) * windScale) * 2.0 - 1.0;
 
-    rotationmatrix(radians(3.0 * sin(osg_SimulationTime * 0.0075)), RotationMatrix);
-    nmap  += texture2D(water_normalmap, vec2(waterTex2 * RotationMatrix * tscale) * windScale) * 2.0 - 1.0;
-    nmap1 += texture2D(perlin_normalmap, vec2(waterTex2 * RotationMatrix * tscale) * windScale) * 2.0 - 1.0;
+    rotationmatrix(radians(-2.0 * windScale -0.4 * sin(waterTex1.s * 0.32)), RotationMatrix);
+    nmap  += texture2D(water_normalmap, vec2(waterTex1* RotationMatrix + disdis * sca2) * windScale * 1.5) * 2.0 - 1.0;
+    //nmap1 += texture2D(perlin_normalmap, vec2(waterTex1* RotationMatrix + disdis * sca2) * windScale) * 2.0 - 1.0;
+    rotationmatrix(radians(1.5 * windScale + 0.3 * sin(waterTex1.s * 0.16)), RotationMatrix);
+    nmap  += texture2D(water_normalmap, vec2(waterTex1* RotationMatrix + disdis * sca2) * windScale * 2.1) * 2.0 - 1.0;
+    rotationmatrix(radians(-0.5 * windScale - 0.45 * sin(waterTex1.s * 0.28)), RotationMatrix);
+    nmap  += texture2D(water_normalmap, vec2(waterTex1* RotationMatrix + disdis * sca2) * windScale * 0.8) * 2.0 - 1.0;
+
+    rotationmatrix(radians(-1.2 * windScale - 0.35 * sin(waterTex1.s * 0.28)), RotationMatrix);
+    nmap  += texture2D(water_normalmap, vec2(waterTex2 * RotationMatrix* tscale) * windScale * 1.7) * 2.0 - 1.0;
+    nmap1 += texture2D(perlin_normalmap, vec2(waterTex2/** RotationMatrix*/ * tscale) * windScale) * 2.0 - 1.0;
 
     nmap  *= windEffect_low;
     nmap1 *= windEffect_low;
     // mix water and noise, modulated by factor
-    vec4 vNorm = normalize(mix(nmap, nmap1, 0.3) * waveRoughness);
+    vec4 vNorm = normalize(mix(nmap, nmap1, mixFactor) * waveRoughness);
+    //vNorm.r += ddx;
     vNorm = -vNorm;		//dds fix
 
     //load reflection
@@ -112,33 +136,38 @@ void main(void)
     if(cover >= 1.5){
         refTex = texture2D(water_reflection, vec2(tmp));
         refl= normalize(refTex);
-    } else {
-        refTex = texture2D(water_reflection_grey, vec2(tmp));
-        refl = normalize(refTex);
-        refl.r *= (0.75 + 0.15 * cover);
-        refl.g *= (0.80 + 0.15 * cover);
-        refl.b *= (0.875 + 0.125 * cover);
-        refl.a  *= 1.0;
-    }
+        } else {
+            refTex = texture2D(water_reflection_grey, vec2(tmp));
+            refl = normalize(refTex);
+            refl.r *= (0.75 + 0.15 * cover);
+            refl.g *= (0.80 + 0.15 * cover);
+            refl.b *= (0.875 + 0.125 * cover);
+            refl.a  *= 1.0;
+        }
 
-    vec3 N0 = vec3(texture2D(water_normalmap, vec2(waterTex1 + disdis * sca2) * windScale) * 2.0 - 1.0);
-    vec3 N1 = vec3(texture2D(perlin_normalmap, vec2(waterTex1 + disdis * sca) * windScale) * 2.0 - 1.0);
+    rotationmatrix(radians(2.1* windScale + 0.25 * sin(waterTex1.s *0.14)), RotationMatrix);
+    vec3 N0 = vec3(texture2D(water_normalmap, vec2(waterTex1* RotationMatrix + disdis * sca2) * windScale * 1.15) * 2.0 - 1.0);
+    vec3 N1 = vec3(texture2D(perlin_normalmap, vec2(waterTex1/** RotationMatrix*/ + disdis * sca) * windScale) * 2.0 - 1.0);
 
-    N0 += vec3(texture2D(water_normalmap, vec2(waterTex2  * tscale) * windScale) * 2.0 - 1.0);
-    N1 += vec3(texture2D(perlin_normalmap, vec2(waterTex2 * tscale) * windScale) * 2.0 - 1.0);
+    rotationmatrix(radians(-1.5 * windScale -0.32 * sin(waterTex1.s *0.24)), RotationMatrix);
+    N0 += vec3(texture2D(water_normalmap, vec2(waterTex2* RotationMatrix  * tscale) * windScale * 1.8) * 2.0 - 1.0);
+    N1 += vec3(texture2D(perlin_normalmap, vec2(waterTex2/** RotationMatrix*/ * tscale) * windScale) * 2.0 - 1.0);
 
-    rotationmatrix(radians(2.0 * sin(osg_SimulationTime * 0.005)), RotationMatrix);
-    N0 += vec3(texture2D(water_normalmap, vec2(waterTex2 * RotationMatrix * (tscale + sca2)) * windScale) * 2.0 - 1.0);
-    N1 += vec3(texture2D(perlin_normalmap, vec2(waterTex2 * RotationMatrix * (tscale + sca2)) * windScale) * 2.0 - 1.0);
+    rotationmatrix(radians(3.8 * windScale + 0.45 * sin(waterTex1.s *0.32)), RotationMatrix);
+    N0 += vec3(texture2D(water_normalmap, vec2(waterTex2 * RotationMatrix * (tscale + sca2)) * windScale * 0.85) * 2.0 - 1.0);
+    N1 += vec3(texture2D(perlin_normalmap, vec2(waterTex2/** RotationMatrix*/ * (tscale + sca2))  * windScale) * 2.0 - 1.0);
 
-    rotationmatrix(radians(-4.0 * sin(osg_SimulationTime * 0.003)), RotationMatrix);
-    N0 += vec3(texture2D(water_normalmap, vec2(waterTex1 * RotationMatrix + disdis * sca2) * windScale) * 2.0 - 1.0);
-    N1 += vec3(texture2D(perlin_normalmap, vec2(waterTex1 * RotationMatrix + disdis * sca) * windScale) * 2.0 - 1.0);
+    rotationmatrix(radians(-2.8 * windScale - 0.38 * sin(waterTex1.s * 0.26)), RotationMatrix);
+    N0 += vec3(texture2D(water_normalmap, vec2(waterTex1 * RotationMatrix + disdis * sca2) * windScale * 2.1) * 2.0 - 1.0);
+    N1 += vec3(texture2D(perlin_normalmap, vec2(waterTex1 /** RotationMatrix*/ + disdis * sca) * windScale) * 2.0 - 1.0);
 
     N0 *= windEffect_low;
     N1 *= windEffect_low;
 
-    vec3 N = normalize(mix(Normal + N0 , Normal + N1, 0.3) * waveRoughness);
+    vec3 N = normalize(mix(Normal + N0, Normal + N1, mixFactor) * waveRoughness);
+    //N.r += ddx;
+    //N.g += ddy;
+
     N = -N; //dds fix
 
     // specular
@@ -154,13 +183,13 @@ void main(void)
     refl *= fres;
 
     //calculate the fog factor
-    float fogFactor;
-    float fogCoord = ecPosition.z;
-    const float LOG2 = 1.442695;
-    fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
-
-    if(gl_Fog.density == 1.0)
-        fogFactor=1.0;
+         float fogFactor;
+         float fogCoord = ecPosition.z;
+         const float LOG2 = 1.442695;
+         fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
+    
+         if(gl_Fog.density == 1.0)
+             fogFactor=1.0;
 
     //calculate final colour
     vec4 ambient_light = gl_LightSource[0].diffuse;
@@ -168,18 +197,25 @@ void main(void)
 
     if(cover >= 1.5){
         finalColor = refl + specular;
-    } else {
-        finalColor = refl;
-    }
-
-    float foamSlope = 0.1 + 0.1 * windScale;
-    if (windEffect >= 10.0)
-        if (N.g >= foamSlope){
-            vec4 foam_texel = texture2D(sea_foam, vec2(waterTex2 * tscale) * 30.0);
-            finalColor = mix(finalColor, max(finalColor,  finalColor + foam_texel), smoothstep(foamSlope, 0.25, N.g));
+        } else {
+            finalColor = refl;
         }
 
+    float foamSlope = 0.10 + 0.1 * windScale;
+    //float waveSlope = mix(N0.g, N1.g, 0.25);
+
+    vec4 foam_texel = texture2D(sea_foam, vec2(waterTex2 * tscale) * 25.0);
+    float waveSlope = N.g; 
+
+    if (windEffect >= 8.0)
+        if (waveSlope >= foamSlope){
+            finalColor = mix(finalColor, max(finalColor, finalColor + foam_texel), smoothstep(0.01, 0.50, N.g));
+            }
+
+
         finalColor *= ambient_light;
 
         gl_FragColor = mix(gl_Fog.color, finalColor, fogFactor);
-}
+        //finalColor.rgb = fog_Func(finalColor.rgb, fogType);
+       //gl_FragColor = finalColor;
+    }
diff --git a/Shaders/water.vert b/Shaders/water.vert
index 4e8ae53f7..f268b7cc1 100644
--- a/Shaders/water.vert
+++ b/Shaders/water.vert
@@ -19,6 +19,12 @@ varying vec3 normal;
 uniform float osg_SimulationTime;
 uniform float WindE, WindN;
 
+////fog "include"////////
+uniform int fogType;
+
+void fog_Func(int type);
+/////////////////////////
+
 /////// functions /////////
 
 void rotationmatrix(in float angle, out mat4 rotmat)
@@ -45,8 +51,14 @@ void main(void)
     vec4 t1 = vec4(0.0, osg_SimulationTime * 0.005217, 0.0, 0.0);
     vec4 t2 = vec4(0.0, osg_SimulationTime * -0.0012, 0.0, 0.0);
 
-    float windFactor = sqrt(pow(abs(WindE),2)+pow(abs(WindN),2)) * 0.01;
-    float Angle = atan(-WindN + 0.001, WindE + 0.001) - atan(1.0);
+    float Angle;
+
+    float windFactor = sqrt(pow(abs(WindE),2)+pow(abs(WindN),2)) * 0.05;
+    if (WindN == 0.0 && WindE == 0.0) {
+        Angle = 0.0;
+    }else{
+        Angle = atan(-WindN, WindE) - atan(1.0);
+    }
 
     rotationmatrix(Angle, RotationMatrix);
     waterTex1 = gl_MultiTexCoord0 * RotationMatrix - t1 * windFactor;
@@ -54,5 +66,6 @@ void main(void)
     rotationmatrix(Angle, RotationMatrix);
     waterTex2 = gl_MultiTexCoord0 * RotationMatrix - t2 * windFactor;
 
+    fog_Func(fogType);
     gl_Position = ftransform();
 }
\ No newline at end of file
diff --git a/Shaders/water_sine.frag b/Shaders/water_sine.frag
new file mode 100644
index 000000000..36beb0690
--- /dev/null
+++ b/Shaders/water_sine.frag
@@ -0,0 +1,370 @@
+// This shader is mostly an adaptation of the shader found at
+//  http://www.bonzaisoftware.com/water_tut.html and its glsl conversion
+//  available at http://forum.bonzaisoftware.com/viewthread.php?tid=10
+//  � Michael Horsch - 2005
+//  Major update and revisions - 2011-10-07
+//  � Emilian Huminiuc and Vivian Meazza
+
+#version 120
+
+uniform sampler2D water_normalmap;
+uniform sampler2D water_reflection;
+uniform sampler2D water_dudvmap;
+uniform sampler2D water_reflection_grey;
+uniform sampler2D sea_foam;
+uniform sampler2D perlin_normalmap;
+
+uniform sampler3D Noise;
+
+uniform float saturation, Overcast, WindE, WindN;
+uniform float CloudCover0, CloudCover1, CloudCover2, CloudCover3, CloudCover4;
+uniform float osg_SimulationTime;
+uniform int Status;
+
+varying vec4 waterTex1; //moving texcoords
+varying vec4 waterTex2; //moving texcoords
+varying vec4 waterTex4; //viewts
+varying vec4 ecPosition;
+varying vec3 viewerdir;
+varying vec3 lightdir;
+varying vec3 normal;
+
+uniform    float WaveFreq ;
+uniform    float WaveAmp ;
+uniform    float WaveSharp ;
+uniform    float WaveAngle ;
+uniform    float WaveFactor ;
+uniform    float WaveDAngle ;
+
+////fog "include" /////
+uniform int fogType;
+
+vec3 fog_Func(vec3 color, int type);
+//////////////////////
+
+/////// functions /////////
+
+void rotationmatrix(in float angle, out mat4 rotmat)
+	{
+	rotmat = mat4( cos( angle ), -sin( angle ), 0.0, 0.0,
+		sin( angle ),  cos( angle ), 0.0, 0.0,
+		0.0         ,  0.0         , 1.0, 0.0,
+		0.0         ,  0.0         , 0.0, 1.0 );
+	}
+
+// wave functions ///////////////////////
+
+struct Wave {
+	float freq;  // 2*PI / wavelength
+	float amp;   // amplitude
+	float phase; // speed * 2*PI / wavelength
+	vec2 dir;
+	};
+
+Wave wave0 = Wave(1.0, 1.0, 0.5, vec2(0.97, 0.25));
+Wave wave1 = Wave(2.0, 0.5, 1.3, vec2(0.97, -0.25));
+Wave wave2 = Wave(1.0, 1.0, 0.6, vec2(0.95, -0.3));
+Wave wave3 = Wave(2.0, 0.5, 1.4, vec2(0.99, 0.1));
+
+float evaluateWave(in Wave w, vec2 pos, float t)
+	{
+	return w.amp * sin( dot(w.dir, pos) * w.freq + t * w.phase);
+	}
+
+// derivative of wave function
+float evaluateWaveDeriv(Wave w, vec2 pos, float t)
+	{
+	return w.freq * w.amp * cos( dot(w.dir, pos)*w.freq + t*w.phase);
+	}
+
+// sharp wave functions
+float evaluateWaveSharp(Wave w, vec2 pos, float t, float k)
+	{
+	return w.amp * pow(sin( dot(w.dir, pos)*w.freq + t*w.phase)* 0.5 + 0.5 , k);
+	}
+
+float evaluateWaveDerivSharp(Wave w, vec2 pos, float t, float k)
+	{
+	return k*w.freq*w.amp * pow(sin( dot(w.dir, pos)*w.freq + t*w.phase)* 0.5 + 0.5 , k - 1) * cos( dot(w.dir, pos)*w.freq + t*w.phase);
+	}
+
+void sumWaves(float angle, float dangle, float windScale, float factor, out float ddx, float ddy)
+	{
+	mat4 RotationMatrix;
+	float deriv;
+	vec4 P = waterTex1 * 1024;
+
+	rotationmatrix(radians(angle + dangle * windScale + 0.6 * sin(P.x * factor)), RotationMatrix);
+	P *= RotationMatrix;
+
+	P.y += evaluateWave(wave0, P.xz, osg_SimulationTime);
+	deriv = evaluateWaveDeriv(wave0, P.xz, osg_SimulationTime );
+	ddx = deriv * wave0.dir.x;
+	ddy = deriv * wave0.dir.y;
+
+	P.y += evaluateWave(wave1, P.xz, osg_SimulationTime);
+	deriv = evaluateWaveDeriv(wave1, P.xz, osg_SimulationTime);
+	ddx += deriv * wave1.dir.x;
+	ddy += deriv * wave1.dir.y;
+
+	P.y += evaluateWaveSharp(wave2, P.xz, osg_SimulationTime, WaveSharp);
+	deriv = evaluateWaveDerivSharp(wave2, P.xz, osg_SimulationTime, WaveSharp);
+	ddx += deriv * wave2.dir.x;
+	ddy += deriv * wave2.dir.y;
+
+	P.y += evaluateWaveSharp(wave3, P.xz, osg_SimulationTime, WaveSharp);
+	deriv = evaluateWaveDerivSharp(wave3, P.xz, osg_SimulationTime, WaveSharp);
+	ddx += deriv * wave3.dir.x;
+	ddy += deriv * wave3.dir.y;
+	}
+
+void main(void)
+	{
+	const vec4 sca = vec4(0.005, 0.005, 0.005, 0.005);
+	const vec4 sca2 = vec4(0.02, 0.02, 0.02, 0.02);
+	const vec4 tscale = vec4(0.25, 0.25, 0.25, 0.25);
+
+	mat4 RotationMatrix;
+
+	// compute direction to viewer
+	vec3 E = normalize(viewerdir);
+
+	// compute direction to light source
+	vec3 L = normalize(lightdir);
+
+	// half vector
+	vec3 H = normalize(L + E);
+
+	vec3 Normal = normalize(normal);
+
+	const float water_shininess = 240.0;
+
+	// approximate cloud cover
+	float cover = 0.0;
+	//bool Status = true;
+
+	float windEffect = sqrt(pow(abs(WindE),2)+pow(abs(WindN),2)) * 0.6; 				//wind speed in kt
+	float windScale =  15.0/(3.0 + windEffect);             											//wave scale
+	float windEffect_low = 0.3 + 0.7 * smoothstep(0.0, 5.0, windEffect);    				//low windspeed wave filter
+	float waveRoughness = 0.01 + smoothstep(0.0, 40.0, windEffect);						//wave roughness filter
+
+	float mixFactor = 0.2 + 0.02 * smoothstep(0.0, 50.0, windEffect);
+	//mixFactor = 0.2;
+	mixFactor = clamp(mixFactor, 0.3, 0.8);
+
+	// sine waves
+
+	//float WaveFreq =1.0;
+	//float WaveAmp = 1000.0;
+	//float WaveSharp = 10.0;
+	float angle = 0.0;
+
+	wave0.freq = WaveFreq ;
+	wave0.amp = WaveAmp;
+	wave0.dir =  vec2(cos(radians(angle)), sin(radians(angle)));
+
+	angle -= 45;
+	wave1.freq = WaveFreq * 2.0 ;
+	wave1.amp = WaveAmp * 1.25;
+	wave1.dir =  vec2(cos(radians(angle)), sin(radians(angle)));
+
+	angle += 30;
+	wave2.freq = WaveFreq * 3.5;
+	wave2.amp = WaveAmp * 0.75;
+	wave2.dir =  vec2(cos(radians(angle)), sin(radians(angle)));
+
+	angle -= 50;
+	wave3.freq = WaveFreq * 3.0 ;
+	wave3.amp = WaveAmp * 0.75;
+	wave3.dir =  vec2(cos(radians(angle)), sin(radians(angle)));
+
+	// sum waves
+
+	float ddx = 0.0, ddy = 0.0;
+	sumWaves(WaveAngle, -1.5, windScale, WaveFactor, ddx, ddy);
+
+	float ddx1 = 0.0, ddy1 = 0.0;
+	sumWaves(WaveAngle, 1.5, windScale, WaveFactor, ddx1, ddy1);
+
+	//reset the waves
+	angle = 0.0;
+	float waveamp = WaveAmp * 0.75;
+
+	wave0.freq = WaveFreq ;
+	wave0.amp = waveamp;
+	wave0.dir =  vec2(cos(radians(angle)), sin(radians(angle)));
+
+	angle -= 20;
+	wave1.freq = WaveFreq * 2.0 ;
+	wave1.amp = waveamp * 1.25;
+	wave1.dir =  vec2(cos(radians(angle)), sin(radians(angle)));
+
+	angle += 35;
+	wave2.freq = WaveFreq * 3.5;
+	wave2.amp = waveamp * 0.75;
+	wave2.dir =  vec2(cos(radians(angle)), sin(radians(angle)));
+
+	angle -= 45;
+	wave3.freq = WaveFreq * 3.0 ;
+	wave3.amp = waveamp * 0.75;
+	wave3.dir =  vec2(cos(radians(angle)), sin(radians(angle)));
+
+	float ddx2 = 0.0, ddy2 = 0.0;
+	sumWaves(WaveAngle + WaveDAngle, -1.5, windScale, WaveFactor, ddx2, ddy2);
+
+	float ddx3 = 0.0, ddy3 = 0.0;
+	sumWaves(WaveAngle + WaveDAngle, 1.5, windScale, WaveFactor, ddx3, ddy3);
+
+	// end sine stuff
+
+	if (Status == 1){
+		cover = min(min(min(min(CloudCover0, CloudCover1),CloudCover2),CloudCover3),CloudCover4);
+		} else {
+			// hack to allow for Overcast not to be set by Local Weather
+			if (Overcast == 0){
+				cover = 5;
+				} else {
+					cover = Overcast * 5;
+				}
+		}
+
+	vec4 viewt = normalize(waterTex4);
+
+	vec4 disdis = texture2D(water_dudvmap, vec2(waterTex2 * tscale)* windScale) * 2.0 - 1.0;
+
+	//vec4 dist   = texture2D(water_dudvmap, vec2(waterTex1 + disdis*sca2)* windScale) * 2.0 - 1.0;
+	//dist *= (0.6 + 0.5 * smoothstep(0.0, 15.0, windEffect));
+	//vec4 fdist  = normalize(dist);
+	//fdist = -fdist; //dds fix
+	//fdist *= sca;
+
+	//normalmaps
+	vec4 nmap   = texture2D(water_normalmap, vec2(waterTex1 + disdis * sca2) * windScale) * 2.0 - 1.0;
+	vec4 nmap1  = texture2D(perlin_normalmap, vec2(waterTex1 + disdis * sca2) * windScale) * 2.0 - 1.0;
+
+	rotationmatrix(radians(3.0 * sin(osg_SimulationTime * 0.0075)), RotationMatrix);
+	nmap  += texture2D(water_normalmap, vec2(waterTex2 * RotationMatrix * tscale) * windScale) * 2.0 - 1.0;
+	nmap1 += texture2D(perlin_normalmap, vec2(waterTex2 * RotationMatrix * tscale) * windScale) * 2.0 - 1.0;
+
+	nmap  *= windEffect_low;
+	nmap1 *= windEffect_low;
+
+	// mix water and noise, modulated by factor
+	vec4 vNorm = normalize(mix(nmap, nmap1, mixFactor) * waveRoughness);
+	vNorm.r += ddx + ddx1 + ddx2 + ddx3;
+	vNorm = -vNorm;		//dds fix
+
+	//load reflection
+	vec4 tmp = vec4(lightdir, 0.0);
+	vec4 refTex = texture2D(water_reflection, vec2(tmp)) ;
+	vec4 refTexGrey = texture2D(water_reflection_grey, vec2(tmp)) ;
+	vec4 refl ;
+	//    cover = 0;
+
+	if(cover >= 1.5){
+		refl= normalize(refTex);
+		} 
+	else
+		{
+		refl = normalize(refTexGrey);
+		refl.r *= (0.75 + 0.15 * cover);
+		refl.g *= (0.80 + 0.15 * cover);
+		refl.b *= (0.875 + 0.125 * cover);
+		refl.a  *= 1.0;
+		}
+
+
+	vec3 N0 = vec3(texture2D(water_normalmap, vec2(waterTex1 + disdis * sca2) * windScale) * 2.0 - 1.0);
+	vec3 N1 = vec3(texture2D(perlin_normalmap, vec2(waterTex1 + disdis * sca) * windScale) * 2.0 - 1.0);
+
+	N0 += vec3(texture2D(water_normalmap, vec2(waterTex1 * tscale) * windScale) * 2.0 - 1.0);
+	N1 += vec3(texture2D(perlin_normalmap, vec2(waterTex2 * tscale) * windScale) * 2.0 - 1.0);
+
+	rotationmatrix(radians(2.0 * sin(osg_SimulationTime * 0.005)), RotationMatrix);
+	N0 += vec3(texture2D(water_normalmap, vec2(waterTex2 * RotationMatrix * (tscale + sca2)) * windScale) * 2.0 - 1.0);
+	N1 += vec3(texture2D(perlin_normalmap, vec2(waterTex2 * RotationMatrix * (tscale + sca2)) * windScale) * 2.0 - 1.0);
+
+	rotationmatrix(radians(-4.0 * sin(osg_SimulationTime * 0.003)), RotationMatrix);
+	N0 += vec3(texture2D(water_normalmap, vec2(waterTex1 * RotationMatrix + disdis * sca2) * windScale) * 2.0 - 1.0);
+	N1 += vec3(texture2D(perlin_normalmap, vec2(waterTex1 * RotationMatrix + disdis * sca) * windScale) * 2.0 - 1.0);
+
+	N0 *= windEffect_low;
+	N1 *= windEffect_low;
+
+	N0.r += (ddx + ddx1 + ddx2 + ddx3); 
+	N0.g += (ddy + ddy1 + ddy2 + ddy3);
+
+	vec3 N = normalize(mix(Normal + N0, Normal + N1, mixFactor) * waveRoughness);
+
+	N = -N; //dds fix
+
+	// specular
+	vec3 specular_color = vec3(gl_LightSource[0].diffuse)
+		* pow(max(0.0, dot(N, H)), water_shininess) * 6.0;
+	vec4 specular = vec4(specular_color, 0.5);
+
+	specular = specular * saturation * 0.3 ;
+
+	//calculate fresnel
+	vec4 invfres = vec4( dot(vNorm, viewt) );
+	vec4 fres = vec4(1.0) + invfres;
+	refl *= fres;
+
+	//calculate the fog factor
+	//     float fogFactor;
+	//     float fogCoord = ecPosition.z;
+	//     const float LOG2 = 1.442695;
+	//     fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
+	//
+	//     if(gl_Fog.density == 1.0)
+	//         fogFactor=1.0;
+
+	//calculate final colour
+	vec4 ambient_light = gl_LightSource[0].diffuse;
+	vec4 finalColor;
+
+	if(cover >= 1.5){
+		finalColor = refl + specular;
+		} else {
+			finalColor = refl;
+		}
+
+	//add foam
+
+	float foamSlope = 0.10 + 0.1 * windScale;
+	//float waveSlope = mix(N0.g, N1.g, 0.25);
+
+	vec4 foam_texel = texture2D(sea_foam, vec2(waterTex2 * tscale) * 25.0);
+	float waveSlope = N.g; 
+
+	if (windEffect >= 8.0)
+		if (waveSlope >= foamSlope){
+			finalColor = mix(finalColor, max(finalColor, finalColor + foam_texel), smoothstep(0.01, 0.50, N.g));
+			}
+
+		//   float deltaN0 = 1.0 - N0.g;
+		//float deltaN1 = 1.0 - N1.g;
+		//if (windEffect >= 8.0){
+		//	if (N0.g >= foamSlope){
+		//		if (deltaN0 > 0.8){
+		//			finalColor = mix(finalColor, max(finalColor,  finalColor + foam_texel), smoothstep(0.01, 0.50, N0.g));
+		//		} else {
+		//			finalColor = mix(finalColor, max(finalColor,  finalColor + foam_texel), smoothstep(0.15, 0.25, deltaN0));
+		//		}
+		//	}
+		//	if (N1.g >= foamSlope){
+		//		if (deltaN1 > 0.85){
+		//			finalColor = mix(finalColor, max(finalColor,  finalColor + foam_texel), smoothstep(0.01, 0.13, N1.g));
+		//		} else {
+		//			finalColor = mix(finalColor, max(finalColor,  finalColor + foam_texel), smoothstep(0.01, 0.20, deltaN1));
+		//		}
+		//	}
+		//}
+
+
+		finalColor *= ambient_light;
+
+		//gl_FragColor = mix(gl_Fog.color, finalColor, fogFactor);
+		finalColor.rgb = fog_Func(finalColor.rgb, fogType);
+		gl_FragColor = finalColor;
+	}